﻿Shader "YY/PostProcess/YYUber"
{
	Properties
	{
		//_MainTex ("Texture", 2D) = "white" {}
	}
	CGINCLUDE
	   #include "UnityCG.cginc"
#include "Include/YYStdLib.cginc"
		

		sampler2D _MainTex;
		float4 _MainTex_ST;

		sampler2D _BloomTex;
		

		half4 frag(VertexOutputBase i) : SV_Target
		{

			// sample the texture
			half4 col = tex2D(_MainTex, i.texcoord);
		   
			half4 bloom = tex2D(_BloomTex, i.texcoord);

			return col + bloom;
			//return half4(1, 0, 0, 0);
		}
	ENDCG

	SubShader
	{
		Cull Off ZWrite Off  ZTest Always

		Pass
		{
			CGPROGRAM
			#pragma vertex VertDefault
			#pragma fragment frag
			ENDCG
		}
	}
}
